Okay, I have a couple of minor issues and I wanted to get your input on them.
Time difference, warp travel is SLOWER? It seems strange to me that time typically advances slower in the warp, so months may pass (Real Time) when you make a warp jump of a week. Doesn't that make it really tough to do things like answer distress calls? I am a long-time 40K player, and I'm sure it's come up before in the fluff (I don't read the novels, but I've read every edition of 40K since the first RT and supplements) and I honestly don't remember hearing about this. I know that, in the Eye of Terror and such, time advances very slowly or not at all sometimes (Chaos Space Marines: many were alive during the Horus Heresy) but it never occurred to me that warp travel was also like this. How does that work for you in game?
Also about time-sensitive missions, it can take a week of travel to get outside a solar system's Jump Point? Wow. And then another on the flip side. That means that ANY jump will take a minimum of about two weeks even if it's a tiny jump. That just seems, I don't know, weird to me. How fast do these ships move from one planet to another? One adjacent solar system to another without warp jumping?
How do you game the interval while the party is doing all this lumbering travel? Just tell them a week passes, and that's that? Ask them if there's anything special they'd like to do?
The system certainly makes sense and seems quite realistic to fluff, but it poses some GMing challenges and I'm just curious how you deal with them?